What can I say - to me, it looks absolutely beautiful! Perhaps the only thing I could nit pick on is the handle - I would like for it to be more tightly wrapped, providing the pristine state of the hammer. Other than that, good work!
Ok thanks I see now. Gonna just try to wrap up texturing this and move on to other projects that give me more geo to texture and thus a nice model in the end. This model is basically flat on either side with no chamfer or bevel.
Yah I found that out earlier lol. Oh and just in case anyone else wants to try this out, when you use skin wrap make sure you have the blend to base unchecked and weight all points checked.
He may have fixed it, but it looks like it's separated by project to me. First and city and textures, then a break then the sentry gun and textures then misc... He has them on 3 separate rows, they only wrap when your browsers not wide enough.
I think you're doing a nice job with the figure and the head of the snakes, but the bottom where they all meet looks weird to me. Maybe you can model the snakes wrapping around each other instead of having themselves intersect like that?
I found what it was tough: you need to force sampler states on everything, never assume the default states are used 'by default' (how ironic). In my case the 'clamp' flag supplanted the 'wrap' one on some textures where it was left blank.
Gamepolitics is actually getting the moral equivalent of being slash-dotted by way of digg.com. Overloading the site. Personally, I'm hoping for some kind of censure and big fines. Jail time would be another shroud of martyr-dom for JT to wrap himself in.
Hey everyone! A few of you may have seen the sculpt that I had posted for this Cello way back in December but after being distracted with work and other projects for the past 7 months, I finally managed to come back around and wrap things up! https://www.artstation.com/artwork/68bq3N
I'm creating an interior in UE4, and wondering which is the best method for creating a cove light, such as the one pictured below: It wraps around the entire perimeter of the underside of the ceiling. Would you use an emissive material, or would you need to create a series of lights that follow the cove? Any help is…
Im still confused with the concept. I got the normal map (i dont know if its usable I can post screencaps by request.) I dont know how to wrap it around my lowpoly. Looking up workflows online is proving fruitless, any help would be apreciated.